Player's Handbook · Chapter 8
Armies and Units
An army is a stack of companies (100 soldiers each) under one commander. Its Power is calculated from its companies; you never set it by hand.
Power
Army Power = Σ (company base Power × grade) × veterancy.
- Grade: Militia ×0.5 · Regular ×1 · Elite ×1.5. A Barracks trains militia and regulars; elite needs a War-college, an elite kit and one season of drill.
- Veterancy (the whole army): green ×1 · seasoned ×1.1 · veteran ×1.25 · elite ×1.5. An army that wins a battle and survives the season moves up one step (max veteran; elite only through play).
- Commander rating (0–5, up to 8 for a sovereign with Command perks) is added to battle rolls. It never multiplies Power.
- Morale (−3 to +3) is added to battle rolls: +1 for field priests or sergeants, −1 unpaid, −2 starving.
- Upkeep per company per season = base upkeep × grade (militia ×1, regular ×1.5, elite ×2). Mercenaries ×2. Fielded armies beyond 100 miles multiply upkeep by distance (Debt and Distance).
Muster: 50 gp per company plus its kit (Arms and Equipment), one season to assemble (one month for mercenaries), and 1 pop of manpower (Population, Food and Needs).
Infantry
| Unit | Base Power | Upkeep | Requires | Notes |
|---|---|---|---|---|
| Levy | 1 | 25 gp | Tower | militia only |
| Spearmen | 2 (4 vs cavalry) | 60 gp | Barracks | brace +2 vs a charge |
| Men-at-arms | 3 | 100 gp | Barracks | line infantry |
| Swordsmen | 4 | 140 gp | Barracks + Arsenal | +1 in close assault |
| Pikemen | 3 (5 vs cavalry) | 110 gp | Barracks + Arsenal | hedge against horse |
| Halberdiers | 4 (6 vs armored) | 150 gp | Barracks + Arsenal | +2 vs plate |
| Sergeants | 5 | 220 gp | Barracks + War-college | +1 morale |
Missile
| Unit | Base Power | Upkeep | Requires | Notes |
|---|---|---|---|---|
| Archers | 2 (3 defending) | 60 gp | Barracks | |
| Longbowmen | 3 (5 defending) | 110 gp | Barracks + War-college | |
| Crossbowmen | 3 (4 defending) | 90 gp | Barracks + Arsenal | ignores shields |
| Pavise crossbows | 4 (6 defending) | 140 gp | Arsenal + War-college |
Cavalry (each needs 1 mount per season)
| Unit | Base Power | Upkeep | Requires | Notes |
|---|---|---|---|---|
| Scouts | 2 | 80 gp | Watch-post | 30 mi/day, ambush warning +2 |
| Light horse | 3 | 150 gp | Stable | 20 mi/day |
| Outriders | 4 | 200 gp | Stable + Watch-post | retreat without pursuit |
| Heavy horse | 6 | 300 gp | Stable + Castle | charge +2 |
| Knights | 10 | 800 gp | Castle + Stable | elite pop, 0.2 per company |
| Royal lancers | 12 | 1,100 gp | Castle + Stable + War-college | elite grade only, charge +4 |
Siege and support
| Unit | Base Power | Upkeep | Requires | Notes |
|---|---|---|---|---|
| Siege train | 4 (8 vs walls) | 300 gp | Arsenal | 8 mi/day |
| Engineers | 2 (6 vs forts) | 180 gp | Arsenal + Academy | +2 to batter rolls |
| War-dogs | 2 (4 vs militia) | 50 gp + 1 Food | Barracks or Watch-post | |
| Field priests | 1 | 120 gp | Temple | +1 morale |
| Surgeons | 1 | 150 gp | Academy or Temple | the winner's losses −5% |
(modules): war-mages and blood initiates (High Magic), oathsworn and battle priests (Faith and Oaths), and drake wings and dragons (Dragons) are listed in their modules.
Ships
Built at a Shipyard. Upkeep is per ship per season.
| Ship | Cost | Upkeep | Power | Carries |
|---|---|---|---|---|
| Cog | 2,000 gp | 100 gp | 1 | 5 Food or 1 company |
| Galley | 4,000 gp | 200 gp | 3 (6 in coastal waters) | 1 company |
| Warship | 10,000 gp | 500 gp | 6 | 2 companies |
Manual updated Nov 8, 2026.